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Fb2 Core Techniques and Algorithms in Game Programming ePub

by Daniel Sanchez-Crespo Dalmau

Category: Programming
Subcategory: Technologies and Computers
Author: Daniel Sanchez-Crespo Dalmau
ISBN: 0131020099
ISBN13: 978-0131020092
Language: English
Publisher: New Riders Games (September 21, 2003)
Pages: 888
Fb2 eBook: 1517 kb
ePub eBook: 1778 kb
Digital formats: lrf mobi doc azw

Daniel Sanchez-Crespo Dalmau.

Daniel Sanchez-Crespo Dalmau. This book bored me to tears. It reads like a text book, theres rarely an example. I don't get any explanation of what tools to use, how to set them up, or anything that i can actually work on while reading the book. For a 'programming book' i felt this fell way short. I did learn a lot of concepts by reading it, i just didn't learn any real C++ programming techniques, because they didn't give me enough background to get started in any compilers.

Core Techniques and Algorithms in Game Programming. Daniel Sanchez-Crespo Dalmau. 7 Mb. Core Techniques and Algorithms in Game Programming.

Sanchez-Crespo is a professor at Pompeu. Goodreads helps you keep track of books you want to read. Start by marking Core Techniques and Algorithms in Game Programming as Want to Read

Sanchez-Crespo is a professor at Pompeu. Start by marking Core Techniques and Algorithms in Game Programming as Want to Read: Want to Read savin. ant to Read.

Items related to Core Techniques and Algorithms in Game . I can't think of any published book on game programming that covers this range of topics

Items related to Core Techniques and Algorithms in Game Programming. Daniel Sanchez-Crespo Dalmau Core Techniques and Algorithms in Game Programming. I can't think of any published book on game programming that covers this range of topics. Eric Le, 3D Programmer, Ubi Soft Entertainment. Daniel Sánchez-Crespo Dalmau is a professor at Pompeu Fabra University in Barcelona, Spain where he co-organized and serves as the current director of Spain's first Master's Degree in Video Game Creation. He also founded Novarama, an independent game studio in Barcelona that focuses on creating innovative games for the PC/Xbox platform.

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byDaniel Sanchez-Crespo Dalmau. That's where this book comes in. Core Techniques & Algorithms in Game Programming provides an excellent survey of the most important topics in game programming and serves as a glue between beginning and advanced texts. Format: PaperbackChange.

by Daniel Sánchez-Crespo Dalmau. Publisher: New Riders. Release Date: September 2003. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages!

Daniel Sánchez-Crespo Dalmau ISBN 0-13-102009-9. Distributed Systems - Principles and Paradigms. Database Systems: The Complete Book. Hector Garcia-Molina & Jeffrey D. Ullman & Jennifer Widom ISBN 0-13-098043-9. Concurrency: State Models & Java Programming.

Daniel Sánchez-Crespo Dalmau ISBN 0-13-102009-9. Andrew S. Tanenbaum & Maarten Van Steen ISBN 0-13-239227-5. The Essence of Logic. John Kelly ISBN 0-13-396375-6. John Martin ISBN 0-07-119854-7. Jeff Magee & Jeff Kramer ISBN 0-470-09355-2.

On Older Hardware Daniel Sanchez-Crespo Dalmau is a professor at Pompeu Fabra .

Data Structures for 2D Games. Daniel Sanchez-Crespo Dalmau is a professor at Pompeu Fabra University in Barcelona, Spain where he co-organized and serves as the current director of Spain's first Master's Degree in Video Game Creation. Close X. Learn about new offers and get more deals by joining our newsletter.

To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.

Comments to eBook Core Techniques and Algorithms in Game Programming
Vosho
This text is an intriguing kind of beast. It gives broad overviews of almost every area that impinges on game engine design, but yet avoids a lot of low level detail in maths and code that one has come to expect - perhaps wrongly? The result is that you can read this book and speak at a very high level, very comprehensively, about myriad issues affecting 3D game engine design - wihout being able to write a line of code. Yes, one could be very cynical about this style of presentation but one has to start somewhere on the learning curve. Along this dimension therefore the book is an excellent conceptual text for students. It reminds me a little in passing of the excellent Turing Omnibus but without the same algebraic grittiness.
It is a book to read before reading, say, the two volume Watt and Policarpo or Eberly's book. There is no doubt that for the student who wants a clear overview of the major current issues in game design, without the whole panopoly of algorithms, this is the best text available.
Whether the book would lead you into significant coding projects on its own, is a moot question. My personal opinion is that it wouldn't - unless you are already very familiar with the algorithmic implementations required. An ancilliary text with more DirectX or OpenGl meat would be necessary. Setting that judgement aside for the moment, it is an excellent text for anyone requiring an academically informed critique of the many design issues in game programming. Moreover it is also written to be read - a rarity in CS books these days.
Opimath
This book bored me to tears. It reads like a text book, theres rarely an example. I don't get any explanation of what tools to use, how to set them up, or anything that i can actually work on while reading the book.

For a 'programming book' i felt this fell way short.

I did learn a lot of concepts by reading it, i just didn't learn any real C++ programming techniques, because they didn't give me enough background to get started in any compilers.
Uscavel
I was able to acquire this book at a great price. It is now considered a classic. It focuses on core techniques any game programmer should have in his arsenal. Thank you.
Vetibert
I have read about half of this book so far. I was very excited about this book while reading it because it does contain a lot of useful general information. However, if you are looking for actual code examples...this book falls short.
I am writing my own game engine right now and I went to the book to use an algorithm it had listed...except the algorithm doesn't actually work! i tried to debug the algorithm for hours before giving up and writing my own. (Which was a good exercise in itself) Once again I turned to the book for an algorithm it listed, but the explaination of it was so bad I decided to write that one myself too.
So...if you are a programmer already this book will be useful to you because the code snippets provided are less important that overall concepts which is why i bought it in the first place. But if you are a beginner programmer looking to learn how to code, I wouldn't recommend this book to you.
Goll
I really like this approach... I already know how to program and have been programming games for years, so I don't need a long drawn out explanation for everything. All I wanted was the algorithms. I got that and more. Everything has a very straight forward explanation and that has cut down hours of google time. I wish I had this when I first started game programming. Just about everything a game programmer could need in one book
Welen
Aspiring game programmers face a major challenge. There are plenty of good introductory books out there that will teach them enough to put together a basic game. Unfortunately, the leap from there to being able to program something approaching a commercial game is huge. There are articles and resources covering more advanced topics, but most of them assume a knowledge of several other topics that the reader may have never even heard of before.
That's where this book comes in. Core Techniques & Algorithms in Game Programming provides an excellent survey of the most important topics in game programming and serves as a glue between beginning and advanced texts.
The topics covered include architectural issues such as game organization, data structures, and design patterns, over 100 pages of artificial intelliegence, scripting, networking, occlusion and LOD algorithms for both indoor and outdoor environments, animation and cinematography, shading (including BRDF, lightmapping, and NPR), organic rendering (trees, grass, oceans, clouds), particle systems (including useful performance tips), geometric algorithms, shaders, and an excellent appendix covering performance tuning. Each chapter also includes a list of resources that can be used for further study.
Each topic is covered in enough depth to give the reader a solid, clear understanding of each algorithm or technique without getting bogged down in details. The amount of code listed is limited (but useful), but any decent programmer should be able to easily take the techiniques described in the book and implement them in their language/API of choice. The book moves along at an brisk pace without giving a sense that any topic is being glossed over.
There are only a couple of minor negative points worth mentioning. The first is that there were a few topics (such as some of the basic 2D and 3D sections and the appendices covering Direct3D and OpenGL) that are covered quite well in most introductory books that could have been dropped to make room for other things. The second is that there were a couple of topics that could have used a bit more coverage. There's so much good information, though, that these shortcomings are easily overlooked.
This is one of the most important game development books to come out in the past several years. For new game programmers, it's a must-have. Even experienced game programmers may find this useful to fill in holes in their knowledge. I highly recommend adding this book to your library.
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